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    <div class="refentry" id="glCopyImageSubData">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>glCopyImageSubData — perform a raw data copy between two images</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>C Specification</h2>
        <div class="funcsynopsis">
          <table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
            <tr>
              <td>
                <code class="funcdef">void <strong class="fsfunc">glCopyImageSubData</strong>(</code>
              </td>
              <td>GLuint <var class="pdparam">srcName</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">srcTarget</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">srcLevel</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">srcX</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">srcY</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">srcZ</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLuint <var class="pdparam">dstName</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLenum <var class="pdparam">dstTarget</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">dstLevel</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">dstX</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">dstY</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLint <var class="pdparam">dstZ</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLsizei <var class="pdparam">srcWidth</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLsizei <var class="pdparam">srcHeight</var>, </td>
            </tr>
            <tr>
              <td> </td>
              <td>GLsizei <var class="pdparam">srcDepth</var><code>)</code>;</td>
            </tr>
          </table>
          <div class="funcprototype-spacer"> </div>
        </div>
      </div>
      <div class="refsect1" id="parameters">
        <h2>Parameters</h2>
        <div class="variablelist">
          <dl class="variablelist">
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcName</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The name of a texture or renderbuffer object from which to copy.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcTarget</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The target representing the namespace of the source name <em class="parameter"><code>srcName</code></em>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcLevel</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The mipmap level to read from the source.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcX</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The X coordinate of the left edge of the souce region to copy.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcY</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The Y coordinate of the top edge of the souce region to copy.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcZ</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The Z coordinate of the near edge of the souce region to copy.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>dstName</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The name of a texture or renderbuffer object to which to copy.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>dstTarget</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The target representing the namespace of the destination name <em class="parameter"><code>dstName</code></em>.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>dstX</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The X coordinate of the left edge of the destination region.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>dstY</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The Y coordinate of the top edge of the destination region.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>dstZ</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The Z coordinate of the near edge of the destination region.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcWidth</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The width of the region to be copied.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcHeight</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The height of the region to be copied.
                </p>
            </dd>
            <dt>
              <span class="term">
                <em class="parameter">
                  <code>srcDepth</code>
                </em>
              </span>
            </dt>
            <dd>
              <p>
                    The depth of the region to be copied.
                </p>
            </dd>
          </dl>
        </div>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            <code class="function">glCopyImageSubData</code> may be used to copy data from
            one image (i.e. texture or renderbuffer) to another. <code class="function">glCopyImageSubData</code>
            does not perform general-purpose conversions
            such as scaling, resizing, blending, color-space, or format
            conversions. It should be considered to operate in a manner
            similar to a CPU memcpy. CopyImageSubData can copy between
            images with different internal formats, provided
            the formats are compatible.
        </p>
        <p>
            <code class="function">glCopyImageSubData</code> also allows copying between certain
            types of compressed and uncompressed internal formats. This copy does not perform on-the-fly compression
            or decompression. When copying from an uncompressed internal format
            to a compressed internal format, each texel of uncompressed data
            becomes a single block of compressed data. When copying from a
            compressed internal format to an uncompressed internal format,
            a block of compressed data becomes a single texel of uncompressed
            data. The texel size of the uncompressed format must be the same
            size the block size of the compressed formats. Thus it is permitted
            to copy between a 128-bit uncompressed format and a compressed
            format which uses 8-bit 4x4 blocks, or between a 64-bit uncompressed
            format and a compressed format which uses 4-bit 4x4 blocks.
        </p>
        <p>
            The source object is identified by <em class="parameter"><code>srcName</code></em> and
            <em class="parameter"><code>srcTarget</code></em> and the destination object is identified
            by <em class="parameter"><code>dstName</code></em> and <em class="parameter"><code>dstTarget</code></em>.
            The interpretation of the name depends on the value
            of the corresponding <em class="parameter"><code>target</code></em> parameter.
            If <em class="parameter"><code>target</code></em> is
            <code class="constant">GL_RENDERBUFFER</code>, the name is interpreted as the name of a
            renderbuffer object.  If the target parameter is a texture target,
            the name is interpreted as a texture object.  All texture targets are accepted, with the exception of 
            <code class="constant">GL_TEXTURE_BUFFER</code> and the cubemap face selectors.
        </p>
        <p>
            <em class="parameter"><code>srcLevel</code></em> and <em class="parameter"><code>dstLevel</code></em> identify the source and destination
            level of detail.  For textures, this must be a valid level of
            detail in the texture object.  For renderbuffers, this value must
            be zero.
        </p>
        <p>
            <em class="parameter"><code>srcX</code></em>, <em class="parameter"><code>srcY</code></em>, and <em class="parameter"><code>srcZ</code></em> specify the lower left texel
            coordinates of a <em class="parameter"><code>srcWidth</code></em>-wide by <em class="parameter"><code>srcHeight</code></em>-high by
            <em class="parameter"><code>srcDepth</code></em>-deep rectangular subregion of the source texel array.
            Similarly, <em class="parameter"><code>dstX</code></em>, <em class="parameter"><code>dstY</code></em> and <em class="parameter"><code>dstZ</code></em> specify the coordinates of a subregion of the
            destination texel array.  The source and destination subregions
            must be contained entirely within the specified level of the
            corresponding image objects.
        </p>
        <p>
            The dimensions are always specified in texels, even for compressed
            texture formats. However, it should be noted that if only one of the
            source and destination textures is compressed then the number of
            texels touched in the compressed image will be a factor of the
            block size larger than in the uncompressed image.
        </p>
        <p>
            Slices of a <code class="constant">GL_TEXTURE_2D_ARRAY</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>
            <code class="constant">GL_TEXTURE_3D</code> and faces of <code class="constant">GL_TEXTURE_CUBE_MAP</code> are all compatible provided
            they share a compatible internal format, and multiple slices or faces
            may be copied between these objects with a single call by specifying the
            starting slice with <em class="parameter"><code>srcZ</code></em> and <em class="parameter"><code>dstZ</code></em>, and the number of slices to
            be copied with <em class="parameter"><code>srcDepth</code></em>.  Cubemap textures always have six faces
            which are selected by a zero-based face index.
        </p>
        <p>
            For the purposes of CopyImageSubData, two internal formats are considered compatible if
            any of the following conditions are met:

            </p>
        <div class="itemizedlist">
          <ul class="itemizedlist" style="list-style-type: disc; ">
            <li class="listitem">
              <p> 
                        the formats are the same, 
                    </p>
            </li>
            <li class="listitem">
              <p> 
                        the formats are considered compatible if both internal formats are listed
                        in the same entry of Table 1, or
                    </p>
            </li>
            <li class="listitem">
              <p> 
                        one format is compressed and the other is
                        uncompressed and Table 2 lists the two
                        formats in the same row.
                    </p>
            </li>
          </ul>
        </div>
        <p>

            If the formats are not compatible, an INVALID_OPERATION error is generated.
        </p>
        <div class="table" id="id-1.6.10">
          <div class="table-title">Table 1. Compatible internal formats for glCopyImageSubData</div>
          <div class="table-contents">
            <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
              <colgroup>
                <col style="text-align: left; "/>
                <col style="text-align: left; "/>
              </colgroup>
              <thead>
                <tr>
                  <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                        <span class="bold"><strong> Class </strong></span>
                    </th>
                  <th style="text-align: left; border-bottom: 2px solid ; ">
                        <span class="bold"><strong> Internal Formats </strong></span>
                    </th>
                </tr>
              </thead>
              <tbody>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">128-bit</td>
                  <td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGBA32UI</code>, <code class="constant">GL_RGBA32I</code>, <code class="constant">GL_RGBA32F</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">96-bit</td>
                  <td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGB32UI</code>, <code class="constant">GL_RGB32I</code>, <code class="constant">GL_RGB32F</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">64-bit</td>
                  <td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGBA16UI</code>, <code class="constant">GL_RGBA16I</code>, <code class="constant">GL_RGBA16F</code>, 
                    <code class="constant">GL_RG32F</code>, <code class="constant">GL_RG32I</code>, <code class="constant">GL_RG32UI</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">48-bit</td>
                  <td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGB16UI</code>, <code class="constant">GL_RGB16I</code>, <code class="constant">GL_RGB16F</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">32-bit</td>
                  <td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGBA8UI</code>, <code class="constant">GL_RGBA8I</code>, <code class="constant">GL_RGBA8</code>, 
                    <code class="constant">GL_RGBA8_SNORM</code>, <code class="constant">GL_SRGB8_ALPHA8</code>, <code class="constant">GL_RGB9_E5</code>,
                    <code class="constant">GL_RG16F</code>, <code class="constant">GL_RG16I</code>, <code class="constant">GL_RG16UI</code>,
                    <code class="constant">GL_R11F_G11F_B10F</code>, <code class="constant">GL_RGB10_A2UI</code>, <code class="constant">GL_R32F</code>,
                    <code class="constant">GL_R32UI</code>, <code class="constant">GL_R32I</code>, <code class="constant">GL_RGB10_A2</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">24-bit</td>
                  <td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGB8UI</code>, <code class="constant">GL_RGB8I</code>, <code class="constant">GL_RGB8</code>,
                    <code class="constant">GL_RGB8_SNORM</code>, <code class="constant">GL_SRGB8</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">16-bit</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_RG8</code>, <code class="constant">GL_RG8_SNORM</code>, <code class="constant">GL_RG8I</code>, 
                    <code class="constant">GL_RG8UI</code>, <code class="constant">GL_R16F</code>, <code class="constant">GL_R16I</code>, 
                    <code class="constant">GL_R16UI</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">8-bit</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_R8</code>, <code class="constant">GL_R8_SNORM</code>, <code class="constant">GL_R8I</code>, 
                    <code class="constant">GL_R8UI</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">EAC_R11</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_R11_EAC</code>, <code class="constant">GL_COMPRESSED_SIGNED_R11_EAC</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">EAC_RG11</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RG11_EAC</code>, <code class="constant">GL_COMPRESSED_SIGNED_RG11_EAC</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ETC2_RGB</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGB8_ETC2</code>, <code class="constant">GL_COMPRESSED_SRGB8_ETC2</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ETC2_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ETC2_EAC_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA8_ETC2_EAC</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_4X4_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_4X4</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4X4</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_5X4_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_5X4</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5X4</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_5X5_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_5X5</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5X5</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_6X5_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_6X5</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6X5</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_6X6_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_6X6</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6X6</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_8X5_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_8X5</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8X5</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_8X6_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_8X6</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8X6</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_8X8_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_8X8</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8X8</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_10X5_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_10X5</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10X5</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_10X6_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_10X6</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10X6</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_10X8_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_10X8</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10X8</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_10X10_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_10X10</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10X10</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">ASTC_12X10_RGBA</td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_12X10</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12X10</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; ">ASTC_12X12_RGBA</td>
                  <td style="text-align: left; ">
                    <code class="constant">GL_COMPRESSED_RGBA_ASTC_12X12</code>, 
                    <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12X12</code>
                    </td>
                </tr>
              </tbody>
            </table>
          </div>
        </div>
        <br class="table-break"/>
        <div class="table" id="id-1.6.11">
          <div class="table-title">Table 2. Compatible formats for copying between compressed and uncompressed internal formats</div>
          <div class="table-contents">
            <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
              <colgroup>
                <col style="text-align: left; "/>
                <col style="text-align: left; "/>
                <col style="text-align: left; "/>
              </colgroup>
              <thead>
                <tr>
                  <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                        <span class="bold"><strong> Texel / Block Size </strong></span>
                    </th>
                  <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                        <span class="bold"><strong> Uncompressed Internal Format </strong></span>
                    </th>
                  <th style="text-align: left; border-bottom: 2px solid ; ">
                        <span class="bold"><strong> Compressed Internal Format(s) </strong></span>
                    </th>
                </tr>
              </thead>
              <tbody>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">64-bit</td>
                  <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; "><code class="constant">GL_RGBA32UI</code>, <code class="constant">GL_RGBA32I</code>, <code class="constant">GL_RGBA32F</code></td>
                  <td style="text-align: left; border-bottom: 2px solid ; ">
                        <code class="constant">GL_COMPRESSED_RGBA_ETC2_EAC</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC</code>,
                        <code class="constant">GL_COMPRESSED_RG11_EAC</code>,
                        <code class="constant">GL_COMPRESSED_SIGNED_RG11_EAC</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_4X4</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_5X4</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_5X5</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_6X5</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_6X6</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_8X5</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_8X6</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_8X8</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_10X5</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_10X6</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_10X8</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_10X10</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_12X10</code>,
                        <code class="constant">GL_COMPRESSED_RGBA_ASTC_12X12</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4X4</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5X4</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5X5</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6X5</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6X6</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8X5</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8X6</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8X8</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10X5</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10X6</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10X8</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10X10</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12X10</code>,
                        <code class="constant">GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12X12</code>
                    </td>
                </tr>
                <tr>
                  <td style="text-align: left; border-right: 2px solid ; ">128-bit</td>
                  <td style="text-align: left; border-right: 2px solid ; "><code class="constant">GL_RGBA16UI</code>,
                           <code class="constant">GL_RGBA16I</code>,
                           <code class="constant">GL_RGBA16F</code>,
                           <code class="constant">GL_RG32F</code>,
                           <code class="constant">GL_RG32UI</code>,
                           <code class="constant">GL_RG32I</code>
                    </td>
                  <td style="text-align: left; "><code class="constant">GL_COMPRESSED_RGB8_ETC2</code>,
                           <code class="constant">GL_COMPRESSED_SRGB8_ETC2</code>,
                           <code class="constant">GL_COMPRESSED_R11_EAC</code>,
                           <code class="constant">GL_COMPRESSED_SIGNED_R11_EAC</code>,
                           <code class="constant">GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2</code>,
                           <code class="constant">GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2</code>
                    </td>
                </tr>
              </tbody>
            </table>
          </div>
        </div>
        <br class="table-break"/>
      </div>
      <div class="refsect1" id="errors">
        <h2>Errors</h2>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if the texel size of
            the uncompressed image is not equal to the block size of the
            compressed image.
        </p>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if either target parameter is not <code class="constant">GL_RENDERBUFFER</code>,
            a valid texture target other than <code class="constant">GL_TEXTURE_BUFFER</code>, or is one
            of the cubemap face selectors.
        </p>
        <p>
            <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> does not match the type of the object.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if either object is a texture and the texture is
            not complete.
        </p>
        <p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if the source and
            destination internal formats are not compatible, or if the number of samples do not match.
        </p>
        <p>
            <code class="constant">GL_INVALID_VALUE</code> is generated if either name does not correspond to a
            valid renderbuffer or texture object according to the corresponding
            target parameter.
        </p>
        <p>
            <code class="constant">GL_INVALID_VALUE</code> is generated if the specified level of either the source or destination is not
            a valid level for the corresponding image.
        </p>
        <p>
            <code class="constant">GL_INVALID_VALUE</code> is generated if the
            dimensions of the either subregion exceeds the boundaries of the
            corresponding image object, or if the image format is compressed
            and the dimensions of the subregion fail to meet the alignment
            constraints of the format.
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="4">
                <span class="bold"><strong>OpenGL ES API Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Function Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>2.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.0</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.1</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.2</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">
                  <code class="function">glCopyImageSubData</code>
                </td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 2013-2015 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
      </div>
    </div>
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